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Ideas for Hulls and Overdrives!


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I find that Viking's OD though not pathetically weak is not really strong. For example, it can be beaten fairly easily by Wasp, Hunter, Titan and Mammoth's OD's. Additionally, I find it to be extremely annoying when I activate my OD and some teammates comes in front of me and causes me to self-destruct (which happens for 5 of the turrets) due to no fault of my own. Furthermore, Hornet and Wasp's OD don't cause self-damage to the user, so why should that of Viking?

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Hull name; Mosquito

Class; Superlight

Primary attributes; Speed, speed, speed.

Primary weaknesses; Low health, poor handling, low weight.

 

"This hull, nicknamed "Mosquito" by tankers, is one of the few hulls to not have tracks. Outfitted with six wheels and a turbodrive V1000 engine, Mosquito has unparalleled speed and acceleration compared to it's peers. It suffers, however when it comes to handling and weight. Witnesses have reported seeing it go flying off of ramps and into the enemy base, then spin out and flip when trying to turn away from a wall. When handled by a true professional Mosquitoes can zoom around enemy territory leaving behind chaos and a trail of molten metal in it's wake."

 

Stats

 

Speed: M0 - 15, M1 - 15.5, M2 - 16, M3 - 20, M3+ 21

Acceleration: M0 - 20, M1 - 21, M2 - 22, M3 - 23, M3+ 25

Weight: M0 - 500, M1 - 1000, M2 -1100, M3 - 1100, M3+ - 1100

HP: M0 - 500, M2 - 550, M3 - 600, M3+ - 650

Turning speed: - N/A

Reverse acceleration is the same as forwards acceleration, and the speed.

Due to it having wheels it of course cannot turn in place. 

 

 

Design-wise, it looks like a miniature M8 Greyhound.

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Indeed you have a point, Vikings overdrive is weak against quite a few hulls as you mentioned but again viking's over drive is quite powerful when used wisely and on a suitable map, you cant quite use vikings overdrive in big maps where the enemy's are really far away its much more suitable for close/medium range combat well of course this whole factor depends on the turret your using.

as like this all overdrives of different hulls have their up's and down's.

why doesn't wasps OD cause self damage whereas viking's does? well isn't it because of the characteristics of the Overdrive itself? Wasps OD is a bomb, hunter's paralyzing the enemy and so on..

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Do you mean that when a titan activates its overdrive and protects his team mates the titan should also get a bit EXP for the Healing/Kills being done from within the dome?

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Wasp get exp + kills on its bomb

Hunter make you useless and get ~ kills + exp

Mammoth ~ same

Viking ~ same

Dictator & Titan don't exp on their ODs.

unfair :P

Edited by Thiedes
Profane Removed, Please keep your post's profane clean.

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Do you mean that when a titan activates its overdrive and protects his team mates the titan should also get a bit EXP for the Healing/Kills being done from within the dome?

no, just the healing it does to the team mates

Sounds great, but I think, titan's OD is already strong enough  :ph34r:

Its not making it anymore OP, it gives an advantage to the dome owner, but no disadvantage what-so-ever for the enemy.

Also fix the endless loading/taking me back to lobby before I load in glitch. stop making new turrets and crap and fix ur glitches

Edited by Sir_Duff
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Indeed you have a point, Vikings overdrive is weak against quite a few hulls as you mentioned but again viking's over drive is quite powerful when used wisely and on a suitable map, you cant quite use vikings overdrive in big maps where the enemy's are really far away its much more suitable for close/medium range combat well of course this whole factor depends on the turret your using.

as like this all overdrives of different hulls have their up's and down's.

why doesn't wasps OD cause self damage whereas viking's does? well isn't it because of the characteristics of the Overdrive itself? Wasps OD is a bomb, hunter's paralyzing the enemy and so on..

True, but it can be messed up even if you have each of the 8 enemies in your sight and a teammate comes in front. The increased inmpact force for most turrets means your teammates can't get out of your way because you are constantly trying to shoot past them (shooting them instead) and this is the worst for turrets like Thunder where because of some teammate who can't see that your overdrive is active you self-destruct and wait a long time to recharge. Well Wasp's OD did damage to the user if memory serves, so I don't really feel there is much reason for Viking's OD dealing self damage.

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True, but it can be messed up even if you have each of the 8 enemies in your sight and a teammate comes in front. The increased inmpact force for most turrets means your teammates can't get out of your way because you are constantly trying to shoot past them (shooting them instead) and this is the worst for turrets like Thunder where because of some teammate who can't see that your overdrive is active you self-destruct and wait a long time to recharge. Well Wasp's OD did damage to the user if memory serves, so I don't really feel there is much reason for Viking's OD dealing self damage.

I am totally with you. I have an account ARPSECTOR2 which is just below WO 1, and has thunder m1 6/10. 50% of the time I self destruct while using Viking OD.

Edited by ARPSECTOR

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True, but it can be messed up even if you have each of the 8 enemies in your sight and a teammate comes in front. The increased inmpact force for most turrets means your teammates can't get out of your way because you are constantly trying to shoot past them (shooting them instead) and this is the worst for turrets like Thunder where because of some teammate who can't see that your overdrive is active you self-destruct and wait a long time to recharge. Well Wasp's OD did damage to the user if memory serves, so I don't really feel there is much reason for Viking's OD dealing self damage.

But it's not the OD that is doing the self-damage.  It's the turret

 

Can't change how a turret works because you are using OD.  That would mean you can be point-blank range with enemy and be completely immune to your own self-damage - hardly seems fair.  Players using splash-damage turrets just need to be more careful.  Or as in Thunder's case - use the alteration that removes splash.

 

Live-by-the-sword / Die-by-the-sword

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True, but it can be messed up even if you have each of the 8 enemies in your sight and a teammate comes in front. The increased inmpact force for most turrets means your teammates can't get out of your way because you are constantly trying to shoot past them (shooting them instead) and this is the worst for turrets like Thunder where because of some teammate who can't see that your overdrive is active you self-destruct and wait a long time to recharge. Well Wasp's OD did damage to the user if memory serves, so I don't really feel there is much reason for Viking's OD dealing self damage.

 

 

I am totally with you. I have an account ARPSECTOR2 which is just below WO 1, and has thunder m1 6/10. 50% of the time I self destruct while using Viking OD.

 

 

Well yea Self damage for wasp was removed sometime after the release of the OD's, i mean they kinda had a solid reason too. You implant the bomb but have  m1 wasp without nitro, you'd simply get caught up in the explosion.

 

Anyhow about the matter of Self damages from turrets during the vikings overdrive

i understand what you mean it must be really annoying since overdrives loads at a fixed pace or increases certain % each time you make a kill.

But how often does this happen? its not like it happens 10/10 times in a battle, i mean this factor of someone obstructing your way some what depends on the size of the map wont you say? if the maps too small players would be cramped and youd find more players obstructing your firing view whereas if the maps huge its all good since the players are all spread out ( excluding players who'd troll )

 

Now i'm pretty sure that MM doesn't offer small maps, at least i haven't yet played in maps which are about as small as island, MM's maps ranges from Medium to large sizes ( based on experience ) and well the chance of some one obstructing your aim view in large/medium maps are quite minimal, lets say 3/10 maximum in just one battle, well would that be not too much of a minor reason to be suggesting this idea? ( Only including cases in MM's not pro battles, yes pro battles also requires attention but i think your suggesting this in terms of MM battles)

mind you, i'm not really against this idea. Its quite a wonderful idea but again updates are not implemented based on minority agreements, it'd be quite nice if others did share their own opinion on this matter   :)

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it would be quite a nice idea, if the self damage were turned off during the period using Overdrive but then again turrets like magnum/thunder/striker would become really OP

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As nice as this idea is, it's one way to counter some Vikings. Just like another way to counter is with a fast firing turret and hit it in the corners.

 

I don't really like changes to the counters unless if the counters are just way to powerful (cough* titans dome).

 

I think a better buff would be to add 3-5 seconds to its duration.

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But it's not the OD that is doing the self-damage.  It's the turret

 

Can't change how a turret works because you are using OD.  That would mean you can be point-blank range with enemy and be completely immune to your own self-damage - hardly seems fair.  Players using splash-damage turrets just need to be more careful.  Or as in Thunder's case - use the alteration that removes splash.

 

Live-by-the-sword / Die-by-the-sword

Yeah, but similarly in the case of Mammoth a hull's parameters are changed to make it invincible. Many a time, it isn't even your fault. What are you supposed to do if your teammates come in front of you and cause you to self-destruct? You can't account for it. Why would I take away Thunder's splash damage?

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Yeah, but similarly in the case of Mammoth a hull's parameters are changed to make it invincible. Many a time, it isn't even your fault. What are you supposed to do if your teammates come in front of you and cause you to self-destruct? You can't account for it. Why would I take away Thunder's splash damage?

So you don't kill yourself while using OD - of course.  The alteration was introduced for that specific reason.

 

In Mammoth's case - it has nothing to do with the turret.  The mammoth parameters are fixed regardless of turret.  But the suggestion above makes a change based on a few specific turrets.  IMO - that's different.

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So you don't kill yourself while using OD - of course.  The alteration was introduced for that specific reason.

 

In Mammoth's case - it has nothing to do with the turret.  The mammoth parameters are fixed regardless of turret.  But the suggestion above makes a change based on a few specific turrets.  IMO - that's different.

To me it doesn't make any sense to use Thunder for most of the time without splash damage so you can have a massacre while using it during OD. I don't quite understand what you mean with regards to Mammoth.

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I agree with @wolverine848. Splash damage can potentially make you self-destruct. But with that power, you can take down multiple enemies with one shot. So with the benefit of multiple kills with one shot, comes to detriment of accidentally destroying yourself. If you don't want yourself to be destroyed, disable the splash damage using any available alteration. 

 

Twins players already get around this by using Stable Plasma. 

 

To me it doesn't make any sense to use Thunder for most of the time without splash damage so you can have a massacre while using it during OD. 

There we go. The main benefit of using a splash damage turret with Viking's Overdrive. You're able to take down groups of enemies much quicker than, say, a Smoky. You can take down groups much quicker than a Vulcan, or a Shaft, or a Ricochet. 

 

I don't quite understand what you mean with regards to Mammoth.

Mammoth being invincible isn't the work of the turret that is welded onto it. All the Overdrive does is make it invincible for 5 seconds (or less, if there is a Wasp bomb around) and severely damage any player that comes close to it. Nothing similar about self-destructing with a splash damage turret during the Overdrive. That is one of my interpretations of what you said.

 

My other interpretation is saying that "Mammoth's Overdrive makes it immune to any damage so why can't Viking do the same". Well, Viking's Overdrive increases the damage by 2x for ranged turrets and 3x for melee turrets. Add double damage and the damage increases by another 50%. And then you have the increased firing rate. They serve different purposes. The Mammoth can shoot the turret maybe 2-4 times during those 5 seconds of invincibility and all of that damage is either normal or 2x with double damage. Viking shoots many times in just 7 seconds so 5 seconds is still a lot of ammo being thrown at the enemy. Which has a natural 2x damage increase which is double damage in itself. 

 

it would be quite unfair if self-damage was disabled when splash damage isn't. Best way to counter it is either using protection against the splash-damage turret you're using or equipping an available alteration that disables it. 

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To me it doesn't make any sense to use Thunder for most of the time without splash damage so you can have a massacre while using it during OD. I don't quite understand what you mean with regards to Mammoth.

Well, the alt was introduced before ODs came into effect - so it must have had other uses - like preventing self-damage during non-OD shots.

So you are not equipping it to just prevent death during OD use.

 

Regarding Mammoth - there are no special properties introduced to hull based on (OD+turret).  It is invincible regardless of turret equipped. Thunder just gains extra benefit because of the characteristic already assigned.

 

But the suggestion above makes specific changes to hull (no self-damage) based on the turret equipped.  Viking OD is totally offensive in nature - adding some kind of invincibility to self-damage breaks with that.

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Great way to power rank! just have a bunch of people in Dusseldorf get together with low health and then have the titan shift, xD

Don't forget, it takes time for the OD to become active and it also depends on your scores. That's why the losing team doesn't get the OD as often as the winning team, which I think it's right. That goes for all ODs. The losing team is already at a disadvantage when their base is being overrun or spawn killed. ODs just might tip the scale just enough for the losing team to at least get back into the battle.

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Titan OD has varying time

 

I feel that Titan's OD time should vary upon how close it is to the enemy base. Needless to say, this would require a distinction between the enemy side and the ally side, but I feel that it is extremely annoying when a Titan sets up a dome in your base because it attracts players who can spawn kill you as you have no defense to fight back with. As a result, perhaps the follwing method might curb this tendency:

 

200m from enemy base: 25 seconds

 

150m from enemy base: 22.5 seconds

 

100m from enemy base: 20 seconds

 

In general, y = [(2.5)/(20)]x where y is the active OD time and x is the distance from the designated enemy base. 

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